/Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h
Look to see if an event already exists to override a particular function
static [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event) * FindOverrideForFunction ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SignatureClass, [FName](API\Runtime\Core\UObject\FName) SignatureName )